StCooler
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Gen 8 move animation project [DISCONTINUED]
FOR THE FOLLOW-UP PROJECT, GO (broken link removed).
Spoiler: The previous post.
Gen 8 move animation project [DISCONTINUED]
UPDATE:
- 2022-04-20: Added missing Common animations that are used in base Pokémon Essentials + a few Z-moves with an almost finished animation.
- 2021-10-21: Added missing Gen1-7 moves + some fixes.
- 2021-03-09: First release (mostly Gen 8 moves)
Hi everyone.
After the ZUD plugin, I have worked on another kind of resource: move animations. I have to admit, it's way more difficult for me than programming, and I needed long hours to actually be able to use the animation maker.
With the help of four contributors (Ardicoozer, DarryBD99, Riddlemeree, WolfPP + myself), we have made animations for all moves from Pokémon Sword and Shield and I release a full pack containing all move animations from Pokémon Reborn + all new Gen 8 moves.
Here are two videos that show the current state of the project:
(Part 1: Gen 8 moves only - NO AUDIO because I'm stupid)
(Part 2: Missing Gen 1-7 moves only - NO AUDIO because I'm stupid)
Content
See this resource as an augmented version of the animations from Pokémon Reborn. Many new animations were added.
In details, this pack contains:
- All the animations for normal moves from Gen 1 to 8 (Gen 1-6 + some Gen 7 moves come from Pokémon Reborn and the rest are custom)
- All common animations called in Gen 8 project for v18
- Many two-turn moves (Phantom Force, Dig, Fly, and such) were fixed to work with the current way Pokemon Essentials v18.1 handles animations.
What it DOES NOT contain:
- This pack DOES NOT contain animations for Z-moves, at least not in a way that ZUD uses them.
- This pack DOES NOT contain animations for Max-moves.
- This pack DOES NOT contain animations for the new moves from Pokémon Legends Arceus.
Note: I didn't test it so I cannot be sure, but this should work with BOTH Essentials v18 and v19. Apparently it also works with v20.
For EBDX, you need an extra installation:
Spoiler:
In "GameFolder\Plugins\Elite Battle DX\[003] Config\Config.rb" you need to edit the line #31 and set it to "true".
Also, you can delete the animation from "GameFolder\Plugins\Elite Battle DX\[002] Animation Code\Move Animations", if you prefer the specific move animation from Gen 8 Animation Project.
I have not tested this last part myself, but it should work.
>>> DOWNLOAD <<<
Installation
Spoiler:
Back up your PkmnAnimations.rxdata file, especially if you have made your own animations yourself. Download the ZIP file, merge it with your game folder.
Then you have to compile your game. Modify one PBS file and run your game from RPG Maker. This will allow your game to pair up the moves with the animations.
Credits
Spoiler:
Project lead by StCooler.
Contributors: StCooler, DarryBD99, WolfPP, ardicoozer, riddlemeree.
Thanks to the Reborn team for letting people use their resources. You are awesome.
Thanks to BellBlitzKing for his Pokemon Sound Effects Pack: Gen 1 to Gen 7 - All Attacks SFX.
WE WANT YOU.
This project is far from done. As mentioned before, we miss a few animations from Gen 1-7, some Common animations, all Z-moves, all Max-moves. You are free to join us and contribute by posting animations in your post.
The following moves from Gen 1-7 also miss an animation (COMPLETED)
Spoiler:
Clanging Scales
Copycat
Core Enforcer
Darkest Lariat
Diamond Storm
Doom Desire
Double Iron Bash
Dragon Hammer
Eerie Impulse
First Impression
Fleur Cannon
Fusion Bolt
Happy Hour
Hold Back
Hold Hands
Land's Wrath
Light of Ruin
Lunge
Mirror Move
Moongeist Beam
Oblivion Wing
Parabolic Charge
Precipice Blades
Psychic Fangs
Razor Wind
Revelation Dance
Roar of Time
Solar Blade
Sunsteel Strike
Zen Headbutt
The following Common Animations are also missing:
Spoiler:
UseItem
CraftyShield
WideGuard
QuickGuard
Protect
KingsShield
SpikyShield
BanefulBunker
ParentalBond
LevelUp
HealingWish
LunarDance
MegaEvolution2
PrimalKyogre
PrimalKyogre2
PrimalGroudon
PrimalGroudon2
SeaOfFire
SeaOfFireOpp
GulpingGorging
UnDynamax
UltraBurst2
VineLash
VineLashOpp
Wildfire
WildfireOpp
Cannonade
CannonadeOpp
Volcalith
VolcalithOpp
HarshSun
StrongWinds
ShadowSky
Fog
ElectricTerrain
GrassyTerrain
MistyTerrain
PsychicTerrain
ZHeal
BattleBond
Drowsy
Frostbite
CeaselessEdge
StoneAxe
The following Z-moves miss an animation:
Spoiler:
Catastropika (Opp only)
Sinister Arrow Raid (Opp only)
Supersonic Skystrike
Acid Downpour
Tectonic Rage
Continental Crush
Savage Spin-Out
Corkscrew Crash
Stoked Sparksurfer
Malicious Moonsault
Genesis Supernova
Guardian of Alola
Soul-Stealing 7-Star Strike
10 000 000 Volt Tunderbolt
Clangorous Soulblaze
Menacing Moonraze Maelstrom
Splintered Stormshards
Let's Snuggle Forever
Searing Sunraze Smash
The following moves from Pokémon Legends: Arceus miss an animation:
Spoiler:
Dire Claw
Psyshield Bash
Power Shift
Stone Axe
Springtide Storm
Mystical Power
Raging Fury
Wave Crash
Chloroblast
Mountain Gale
Victory Dance
Headlong Rush
Barb Barrage
Esper Wing
Bitter Malice
Shelter
Triple Arrows
Infernal Parade
Ceaseless Edge
Bleakwind Storm
Wildbolt Storm
Sandsear Storm
Lunar Blessing
Take Heart
Other TODO-list:
Spoiler:
Rework Pyro-Ball (as suggested here)
Fix this Dig issue
Shell-Side Arm needs a rework (as suggested here)
Rename Terrain Pulse (as suggested here)
Surf needs to be fixed.
Explosion leaves the target in black even after the animation is finished.
Some Common animations behave strangely, relative to the position of battlers. It doesn't affect the animation in game though.
Remove the useless or unfinished or Reborn-specific animations.
Rage Powder has a focus error.
Note: this is the list of common animations called in Pokémon Essentials, and they have been gathered by a script. It cannot miss any animation. If you think an animation is missing, then it doesn't appear in Pokémon Essentials in the first place. We can still add this animation in the list, but it will require to add the call to the animation in Essentials by using the line pbCommonAnimation("NewAnimation", battler) in the right place.
I am making this post to ask for help. Animations are very long to make, even more when I need to make sprites for them (e.g. the Behemoth Sword sprites are mine). So I was thinking, maybe other people are working on move animations for their own games and we could make a big pack together, for everyone to use.
I am looking for contributions. If you can use the animation editor from Essentials, you can help this project. If you have "make move animations" in your fangame TODO-list, then you can join this project.
How to help
Choose moves that I haven't made yet, and post your animations in this thread. Please attach them to your post (use the full editor). Include the ANM file + the required Graphics/Sound effect.
If you want to join the project but don't know how to make animations, please read the Essentials docs, make experiments by yourself and discover the tool before asking for help.
I prefer people posting animations, rather than people asking for help.
Please don't ask if I'll make animations for Z-moves and Max-moves. Only when this project is done.
Download
You can download the current ressource here. But keep in mind that this topic is NOT a release, so please, don't spend too much time asking how to install this or solve that bug.
Manual installation
Spoiler:
If you have your own animations and don't want to rewrite your PkmnAnimations with the new ones, you can manually install the animations from the DEV folder.
- These animations need graphics and sound effects from the animations of Pokémon Reborn. To install these, see the spoiler.
Spoiler:
Follow these steps to get the most complete move animation pack (as far as I know):
1. Download Pokemon Reborn
2. Copy "move2anim.dat" and "PkmnAnimations.rxdata" from the Data folder in their game and replace these same files in the Data folder of your game.
3. Copy everything inside their Graphics/Animations folder and paste these in the same folder for your game (overwriting when prompted)
4. Copy all files in their Audio/SE folder that begin with "PRSFX -" and paste these into your Audio/SE/Anim folder
5. Follow this tutorial to reduce the severe lag accompanied by these animations
6. Remember to give credit to them for using this
There will be some problems with certain specific moves and stuff that will still be left, but that takes a bit more work, and if you see this in your game, check out the code for the move used that is in the Pokebattle_MoveEffects script of their version and make sure the animation part works the same way (moves that come to mind would be all charging moves and Venom Drench, but there are definitely more that I'm not remembering). - Merge the Graphics folder with your own Graphics folder.
- Start the game in Debug mode, and import every move one by one. The order doesn't really matter, except for a few of them, that need to be imported in this order:
Move_DRAGONDARTS
Dragon_Darts_hit_2
OppMove_DRAGONDARTS
Opp_Dragon_Darts_hit_2
Dragon Darts Shiny
Dragon Darts Shiny hit 2
Opp Dragon Darts Shiny
Opp Dragon Darts Shiny hit 2
Move_SURGINGSTRIKES
Surging_Strikes_hit_2
Surging_Strikes_hit_3Move_TRIPLEAXEL
Triple_Axel_hit_2
Triple_Axel_hit_3Move_DUALWINGBEAT
Dual_Wingbeat_hit_2
OppMove_DUALWINGBEAT
Opp_Dual_Wingbeat_hit_2Move_SCALESHOT
Scale Shot hit 2
Scale Shot hit 3
Scale Shot hit 4
Scale Shot hit 5Move_DOUBLEIRONBASH
Double Iron Bash hit 2Move_DOOMDESIRE
Doom Desire chargingMove_RAZORWIND
Razor_Wind_chargingMove_SHELLSIDEARM
Shell Side Arm physical - Complement for Dragon Darts. Find its class:
Code:class PokeBattle_Move_17C < PokeBattle_Move_0BD def pbNumHits(user,targets) return 1 if targets.length > 1 return 2 end end
Code:def pbShowAnimation(id,user,targets,hitNum=0,showAnimation=true) hitNum += 4 if user.shiny? # Get the shiny animation. super(id,user,targets,hitNum,showAnimation) end
- Complement for Shell Side Arm. Find its class:
Code:class PokeBattle_Move_187 < PokeBattle_Move_005
Code:def pbOnStartUse(user,targets) # Lots of code here end
Code:def pbShowAnimation(id,user,targets,hitNum=0,showAnimation=true) hitNum=1 if @calcCategory==0 # Physical anim super end
- A common issue that can appear with this installation, is that the right move shows the wrong animation. To solve this, check this topic. If you have any other problem with the Reborn animations, then check this topic instead.
Credits
Thanks to the Reborn team for letting people use their resources. You are awesome.
Project lead by StCooler.
Contributors: StCooler, DarryBD99, WolfPP, ardicoozer, riddlemeree.
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